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Aldy will speak up.
Oi! Excuse me miss - we're here exploring the Tower here - basic mapping expedition. You seem to be doing something similar. We'll do our best to stay out of your way if you'll let us travel through and do our work. We'd be happy to trade notes on the other levels we've traveled through too, if you'd like.

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Seeing no need to invite conflict at this point, Aldy will head down the hallway to the next door. Search and open it, if nobody objects.
Perception: 1d20 + 13 ⇒ (15) + 13 = 28 + 2 more for traps

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Bree looks at his companions and shrugs before retracing his steps back out of the room. Entering the hallway, he follows Aldy further down it to the next door.

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Brand whispers.
"Did we not meet someone like her?" as he makes sure to do it away from the room...

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Flint looks in the room and shrugs as they pass by. Hmmm... it is difficult not to mistrust everyone we meet in these dungeons. But perhaps we can all leave here alive, for once.

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"Hmph." Bree grunts and shoulders past Aldy. He moves along the walkway to the other side of the door. He holds his battleaxe loosely in his hands and waits for the others to catch up.

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Flint grips his dwarven axe nervously. Seal-shark.... This one's going to meet his maker, methinks.

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"What is it?" Brand asks from the back.

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Special Defenses?
It is a Bunyip - an aggressive seal shark thing. Best stay out of the water or it is sure to attack. Do we just want to deal with it now, or try to avoid it?

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Ended up in meetings all day again yesterday.
You know that their bite doesn't do a lot of damage, but the wound will bleed profusely until treated (1d6 bleed).
When wounded, they can enter a blood rage.
They have a roar which causes weaker creatures to flee in panic.
They don't have any special defenses but have very keen senses, especially in the water.
Catching a glimpse of people near the edge of the pool, it moves to investigate...
Aldy: 1d20 + 6 ⇒ (10) + 6 = 16
Arkolo: 1d20 + 8 ⇒ (12) + 8 = 20
Brand: 1d20 + 6 ⇒ (15) + 6 = 21
Breelajah: 1d20 + 3 ⇒ (16) + 3 = 19
Flint: 1d20 + 5 ⇒ (1) + 5 = 6
Bunyip: 1d20 + 3 ⇒ (6) + 3 = 9
Brand
Arkolo
Breelajah
Aldy
Bunyip
Flint
The bunyip is currently 5 feet under the surface of the pool.

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Bree wields his axe and waits for the bunyip to get close enough for him to attack. "Don't get bit by this thing. Or if you do, you'll need some first aid. The bite will cause a lot of blood."

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Arkolo advances to the doorway and offers a quick prayer to Erastil.
Move & Cast Divine Favor

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"Can we pull it out?" Brand asks as he backs away and takes up a defensive position.

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Aldy gets ready to defend Breelajah if attacked.
The bunyip leaps from the surface of the water and Bree takes a swing at it.
axe: 1d20 + 7 ⇒ (1) + 7 = 81d8 + 5 ⇒ (4) + 5 = 9
However, he misses. The bunyip bites back.
Aid Defense: 1d20 + 9 ⇒ (15) + 9 = 24
Bite: 1d20 + 7 ⇒ (14) + 7 = 211d8 + 1 ⇒ (1) + 1 = 2
It manages to just barely get over the crack of the whip and nip at Bree's arm, drawing blood. Bleed: 1d6 ⇒ 1
Flint
Brand
Arkolo
Breelajah (3 damage, bleed 1d6)
Aldy
Bunyip

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Arkolo lines up the strange creature and lets fly with a pair of arrows...
Twang!: 1d20 + 9 + 2 + 1 + 1 - 2 ⇒ (10) + 9 + 2 + 1 + 1 - 2 = 21
Thud!: 1d8 + 3 + 2 + 1 ⇒ (7) + 3 + 2 + 1 = 13
Twang!: 1d20 + 9 + 2 + 1 + 1 - 2 ⇒ (2) + 9 + 2 + 1 + 1 - 2 = 13
Thud!: 1d8 + 3 + 2 + 1 ⇒ (7) + 3 + 2 + 1 = 13
Point Blank Shot, Precise Shot, Deadeye Bowman, Coordinated Shot, Rapid Shot & Divine Favor. I think that's everything...

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Bree grunts as the bunyip bites at him. Without a word he swings his battleaxe in response.
battleaxe@bunyip: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 1d8 + 3 ⇒ (7) + 3 = 10

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Flint hustles into the room, around his companions. Within reach of the beast, he shuffles a little more then spins. His hand scratches the wall and a spike of earth crawls into his palm. He tosses it at the bunyip, but it goes completely off target.
Elemental Blast @ Bunyip: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 2d6 + 11 ⇒ (6, 1) + 11 = 18

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Brand steps forward, his own axe swinging!
Attack 1d20 + 7 ⇒ (2) + 7 = 91d10 + 7 ⇒ (6) + 7 = 13
However due to the uncertain footing, his swing goes wide!!!

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The injured bunyip lets out an immense roar that sounds like a seals bark but a lot deeper and a lot louder like it was going through an amplifier.
Everyone except Arkolo needs to make a DC 13 Will save or be panicked for 2d4 rounds.
It then dips underwater. (5-foot step)
Flint
Brand
Arkolo
Breelajah
Aldy
Bunyip (23 damage, blood rage, 5 feet deep)

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Will save 1d20 + 6 ⇒ (20) + 6 = 26
Readied Attack 1d20 + 7 ⇒ (3) + 7 = 101d10 + 3 ⇒ (6) + 3 = 9 <----Really? Last attack roll was a 2.
On instinct, Brand lashes out as the creature gives out a fearsome roar!
Anything to shut it up.
As he swings just in case the creature comes closer.

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Will Save, DC 13: 1d20 + 4 ⇒ (13) + 4 = 17
Flint laughs at the roar, shouting after the disappearing seal, "Aye, you aren't scary, you coward!" He backs further around the water, kneading a ball of mud between his hands in preparation for the seal's reappearance.
READIED Elemental Blast @ Seal upon reappearance: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 2d6 + 11 ⇒ (1, 1) + 11 = 13

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Arkolo fires on the bunyip once more...
Twang!: 1d20 + 9 + 2 + 1 + 1 - 2 ⇒ (18) + 9 + 2 + 1 + 1 - 2 = 29
Thud!: 1d8 + 3 + 2 + 1 ⇒ (7) + 3 + 2 + 1 = 13
Twang!: 1d20 + 9 + 2 + 1 + 1 - 2 ⇒ (13) + 9 + 2 + 1 + 1 - 2 = 24
Thud!: 1d8 + 3 + 2 + 1 ⇒ (5) + 3 + 2 + 1 = 11
Point Blank Shot, Precise Shot, Deadeye Bowman, Coordinated Shot, Rapid Shot & Divine Favor.

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Will: 1d20 + 5 ⇒ (18) + 5 = 23
Aldy will delay and see if his companions can finish it off from above the water. Next round, if they haven't had any luck hitting it, I'll hop in to lure it up.

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Flint growls a little, then tosses a rock into the water.
Elemental Blast @ Bunyip: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 2d6 + 11 ⇒ (2, 2) + 11 = 15
Both of these rooms are really not what I was expecting. Like, you don't want to leave a neutral party (or two!) behind you in case they block your exit. But also, I'm starting to feel like a murder-hobo. If this thing is hiding from us, should we just keep moving on? Of course, we'll probably lose chronicle rewards for not murdering everything in sight, like last level.

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Sorry for the delay. I wanted to spend some time searching for a rule which I though existed but wasn't sure where. Originally in the core rules, targets in the water had total cover from creatures on land that didn't have freedom of movement active due to the surface tension of the water. Thus it would not have been possible for anyone to attack the bunyip from the ledge. However in Aquatic Adventures the rule was updated so that piercing weapons could attack with a -2 penalty (plus an additional -2 per 5 feet of water for ranged weapons).
The bunyip tries to hide at the bottom of the pool but Arkolo hits it with 2 arrows and it floats to the surface of the pool unmoving.

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Band reaches out and tries to gives it a few hits for a good measure.
"Got to make sure..."

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Ah, that's what I remembered too, but couldn't have found it. Nice rule-searching!
Flint looks at it, then into the water. "Maybe he was guarding something?" He, foolhardily, jumps into the water and squints downwards. After, he hops out and shakes himself off. "Well, should we check back in on our not-very-talkative friend in the other room? Make sure everything is still ok before moving on?"

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Satisfied that the creature was dead, Brand nods to the rest.
"Yes let's go find the other...."

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Aldy will lead the way along the ledge to the next door. Search it for traps and whatnot before opening it.
Perception: 1d20 + 13 ⇒ (17) + 13 = 30+2 more for traps

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Flint shrugs his shoulders. "Well, good riddance, she was rude anyway. One less knife to our backs, too." He stands behind Aldy, admiring his knack for the little details that the dwarf missed.